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Wild Magic

Magic, at its heart, is chaotic. Most casters spend their careers building walls and channels to contain that chaos. Wild Magic sorcerers are the ones who decided—or perhaps never had a choice—not to bother. Their power surges and sparks and occasionally turns them pink for an hour. They are catastrophes with a smile and a spell slot, and somehow they keep surviving.

Wild Magic Surge sorcerers often come from moments of exposure to raw, unfiltered magic: standing too close to a wild zone, a mishap in a magical experiment, a wish that went interestingly sideways. The chaos is not a flaw to be corrected. It is the source of their power, and those who learn to work with it—bending probability with Tides of Chaos, weaponizing the surges themselves—find that unpredictability is a tool, not just a hazard.

Wild Magic Table:

Level Subclass Features Gained
1st Wild Magic Surge, Tides of Chaos
6th Bend Luck
14th Controlled Chaos
18th Spell Bombardment

Subclass Features

Wild Magic Surge

1st-level Wild Magic feature

Starting at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Wild Magic Surge Table (\(1d20\)):

Roll Effect
1 Roll twice on this table, applying both results.
2 You cast fireball centered on yourself.
3 You become invisible until the start of your next turn, or until you attack or cast a spell.
4 A spectral unicorn appears in your space and remains for 1 minute, providing you a +2 bonus to AC.
5 You regain your lowest-level expended spell slot.
6 You cast grease centered on yourself.
7 Until the end of your next turn, you can fly with a speed of 30 feet.
8 Each creature within 30 feet of you takes \(1d10\) necrotic damage. You regain hit points equal to the sum.
9 You are transported to the Astral Plane until the end of your next turn, when you return to the nearest unoccupied space.
10 Your skin turns a vibrant shade of blue. You can end this effect with a remove curse spell.
11 You cast mirror image on yourself.
12 You polymorph into a sheep until the start of your next turn. You can use your action to end the effect early.
13 Flowers and vines sprout from your hair and clothes. They wither after 24 hours.
14 You gain advantage on all saving throws until the end of your next turn.
15 You and all creatures within 30 feet of you are pushed \(1d6\) × 5 feet away from you in random directions.
16 A random creature within 60 feet of you becomes the target of the faerie fire spell. No saving throw.
17 You levitate 1 foot off the ground until the start of your next turn.
18 You regain \(1d10\) sorcery points.
19 Each creature within 30 feet of you takes \(1d4\) lightning damage and is outlined in a faint shimmer for 1 minute.
20 You cast haste on yourself without expending a spell slot or concentration. The effect lasts 1 minute.

Tides of Chaos

1st-level Wild Magic feature

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

6th-level Wild Magic feature

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll \(1d4\) and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

14th-level Wild Magic feature

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

18th-level Wild Magic feature

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again, and add that roll to the damage. You can use the feature only once per turn.